Gameplay

The plane follows your controller’s physical position, so you control the plane with your hand in front of you, it’s more like playing with a model airplane than playing a game.

The current gameplay is minimalistic at best, the core mechanics are there though; fly plane, fire gun, hit enemies… It’s more of a look dev and tech project at the moment.

Tech
  • Self-targeting bullets
  • Character skeleton physics
  • Procedural plane animations etc.
  • Coordinate based Pilot interactions
  • Thumbstick controlled missile
Houdini

Houdini engine controls terrain generation, texturing and the scattering of procedural trees. Flightpath is based on a spline, which also connects to Houdini engine to remove trees from where you fly.

  • Character modelled, rigged and animated in Houdini.
  • Plane modelled in Houdini.
  • Both models textured in 3D-Coat
  • Ground textures generated in Houdini
  • Editable Heightfield based terrain generation
  • Clouds made in Houdini
  • Trees and rocks, albeit pretty simple are all autimatically generated in Houdini

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Animation

The pilot and plane has a mix of procedural and keyframed animations. - Propeller speed - Rudders move ackording to angle and speed of movement of the controls. - Move plane close to face and interact with the pilot. - Move the controller too much, and the pilot is "out of commision" for a bit. "He's a bit sensitive to movement."

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